- switch from indent to clang-format, which is supported by Visual Studio Code

- reindent all sources to common code style
- fix include sort errors from clang-format
- update AGPL 3.0 license file
This commit is contained in:
Dirk Nehring
2021-12-27 20:02:45 +01:00
parent 987ff6ba12
commit 177e44de98
29 changed files with 4309 additions and 5337 deletions

251
shaders.h
View File

@@ -13,9 +13,9 @@ const char *gl_version = "#version 300 es ";
/* Color conversion matrix: RGB = m * YUV + c
* m is in row-major matrix, with m[row][col], e.g.:
* [ a11 a12 a13 ] float m[3][3] = { { a11, a12, a13 },
* [ a21 a22 a23 ] { a21, a22, a23 },
* [ a31 a32 a33 ] { a31, a32, a33 } };
* [ a11 a12 a13 ] float m[3][3] = { { a11, a12, a13 },
* [ a21 a22 a23 ] { a21, a22, a23 },
* [ a31 a32 a33 ] { a31, a32, a33 } };
* This is accessed as e.g.: m[2-1][1-1] = a21
* In particular, each row contains all the coefficients for one of R, G, B,
* while each column contains all the coefficients for one of Y, U, V:
@@ -24,88 +24,67 @@ const char *gl_version = "#version 300 es ";
* is the Y vector (1, 1, 1), the 2nd is the U vector, the 3rd the V vector.
* The matrix might also be used for other conversions and colorspaces.
*/
struct mp_cmat
{
GLfloat m[3][3]; // colormatrix
GLfloat c[3]; //colormatrix_c
struct mp_cmat {
GLfloat m[3][3]; // colormatrix
GLfloat c[3]; // colormatrix_c
};
struct mp_mat
{
struct mp_mat {
GLfloat m[3][3];
};
// YUV input limited range (16-235 for luma, 16-240 for chroma)
// ITU-R BT.601 (SD)
struct mp_cmat yuv_bt601 = { {{1.164384, 1.164384, 1.164384},
{0.00000, -0.391762, 2.017232},
{1.596027, -0.812968, 0.000000}},
{-0.874202, 0.531668, -1.085631}
};
struct mp_cmat yuv_bt601 = {
{{1.164384, 1.164384, 1.164384}, {0.00000, -0.391762, 2.017232}, {1.596027, -0.812968, 0.000000}},
{-0.874202, 0.531668, -1.085631}};
// ITU-R BT.709 (HD)
struct mp_cmat yuv_bt709 = { {{1.164384, 1.164384, 1.164384},
{0.00000, -0.213249, 2.112402},
{1.792741, -0.532909, 0.000000}},
{-0.972945, 0.301483, -1.133402}
};
struct mp_cmat yuv_bt709 = {
{{1.164384, 1.164384, 1.164384}, {0.00000, -0.213249, 2.112402}, {1.792741, -0.532909, 0.000000}},
{-0.972945, 0.301483, -1.133402}};
// ITU-R BT.2020 non-constant luminance system
struct mp_cmat yuv_bt2020ncl = { {{1.164384, 1.164384, 1.164384},
{0.00000, -0.187326, 2.141772},
{1.678674, -0.650424, 0.000000}},
{-0.915688, 0.347459, -1.148145}
};
struct mp_cmat yuv_bt2020ncl = {
{{1.164384, 1.164384, 1.164384}, {0.00000, -0.187326, 2.141772}, {1.678674, -0.650424, 0.000000}},
{-0.915688, 0.347459, -1.148145}};
// ITU-R BT.2020 constant luminance system
struct mp_cmat yuv_bt2020cl = { {{0.0000, 1.164384, 0.000000},
{0.00000, 0.000000, 1.138393},
{1.138393, 0.000000, 0.000000}},
{-0.571429, -0.073059, -0.571429}
};
struct mp_cmat yuv_bt2020cl = {
{{0.0000, 1.164384, 0.000000}, {0.00000, 0.000000, 1.138393}, {1.138393, 0.000000, 0.000000}},
{-0.571429, -0.073059, -0.571429}};
float cms_matrix[3][3] = { {1.660497, -0.124547, -0.018154},
{-0.587657, 1.132895, -0.100597},
{-0.072840, -0.008348, 1.118751}
};
float cms_matrix[3][3] = {
{1.660497, -0.124547, -0.018154}, {-0.587657, 1.132895, -0.100597}, {-0.072840, -0.008348, 1.118751}};
// Common constants for SMPTE ST.2084 (PQ)
static const float PQ_M1 = 2610. / 4096 * 1. / 4,
PQ_M2 = 2523. / 4096 * 128,
PQ_C1 = 3424. / 4096,
PQ_C2 = 2413. / 4096 * 32,
PQ_C3 = 2392. / 4096 * 32;
static const float PQ_M1 = 2610. / 4096 * 1. / 4, PQ_M2 = 2523. / 4096 * 128, PQ_C1 = 3424. / 4096,
PQ_C2 = 2413. / 4096 * 32, PQ_C3 = 2392. / 4096 * 32;
// Common constants for ARIB STD-B67 (HLG)
static const float HLG_A = 0.17883277,
HLG_B = 0.28466892,
HLG_C = 0.55991073;
static const float HLG_A = 0.17883277, HLG_B = 0.28466892, HLG_C = 0.55991073;
struct gl_vao_entry
{
struct gl_vao_entry {
// used for shader / glBindAttribLocation
const char *name;
// glVertexAttribPointer() arguments
int num_elems; // size (number of elements)
int num_elems; // size (number of elements)
GLenum type;
bool normalized;
int offset;
};
struct vertex_pt
{
struct vertex_pt {
float x, y;
};
struct vertex_pi
{
struct vertex_pi {
GLint x, y;
};
#define TEXUNIT_VIDEO_NUM 6
struct vertex
{
struct vertex {
struct vertex_pt position;
struct vertex_pt texcoord[TEXUNIT_VIDEO_NUM];
};
@@ -114,27 +93,19 @@ static const struct gl_vao_entry vertex_vao[] = {
{"position", 2, GL_FLOAT, false, offsetof(struct vertex, position)},
{"texcoord0", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[0])},
{"texcoord1", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[1])},
{0}
};
{0}};
#define GLSL(...) pl_shader_append(__VA_ARGS__)
#define GLSLV(...) pl_shader_append_v(__VA_ARGS__)
#define GLSL(...) pl_shader_append(__VA_ARGS__)
#define GLSLV(...) pl_shader_append_v(__VA_ARGS__)
char sh[SHADER_LENGTH];
char shv[SHADER_LENGTH];
void GL_init()
{
sh[0] = 0;
}
void GL_init() { sh[0] = 0; }
void GLV_init()
{
shv[0] = 0;
}
void GLV_init() { shv[0] = 0; }
void pl_shader_append(const char *fmt, ...)
{
void pl_shader_append(const char *fmt, ...) {
char temp[1000];
va_list ap;
@@ -145,11 +116,9 @@ void pl_shader_append(const char *fmt, ...)
if (strlen(sh) + strlen(temp) > SHADER_LENGTH)
Fatal(_("Shaderlenght fault\n"));
strcat(sh, temp);
}
void pl_shader_append_v(const char *fmt, ...)
{
void pl_shader_append_v(const char *fmt, ...) {
char temp[1000];
va_list ap;
@@ -160,18 +129,16 @@ void pl_shader_append_v(const char *fmt, ...)
if (strlen(shv) + strlen(temp) > SHADER_LENGTH)
Fatal(_("Shaderlenght fault\n"));
strcat(shv, temp);
}
static void compile_attach_shader(GLuint program, GLenum type, const char *source)
{
static void compile_attach_shader(GLuint program, GLenum type, const char *source) {
GLuint shader;
GLint status = 1234, log_length;
char log[4000];
GLsizei len;
shader = glCreateShader(type);
glShaderSource(shader, 1, (const GLchar **)&source, NULL); // &buffer, NULL);
glShaderSource(shader, 1, (const GLchar **)&source, NULL); // &buffer, NULL);
glCompileShader(shader);
status = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
@@ -183,11 +150,9 @@ static void compile_attach_shader(GLuint program, GLenum type, const char *sourc
glAttachShader(program, shader);
glDeleteShader(shader);
}
static void link_shader(GLuint program)
{
static void link_shader(GLuint program) {
GLint status, log_length;
glLinkProgram(program);
@@ -198,8 +163,7 @@ static void link_shader(GLuint program)
Debug(3, "Link Status %d loglen %d\n", status, log_length);
}
static GLuint sc_generate_osd(GLuint gl_prog)
{
static GLuint sc_generate_osd(GLuint gl_prog) {
Debug(3, "vor create osd\n");
gl_prog = glCreateProgram();
@@ -215,7 +179,7 @@ static GLuint sc_generate_osd(GLuint gl_prog)
GLSL("}\n");
Debug(3, "vor compile vertex osd\n");
compile_attach_shader(gl_prog, GL_VERTEX_SHADER, sh); // vertex_osd);
compile_attach_shader(gl_prog, GL_VERTEX_SHADER, sh); // vertex_osd);
GL_init();
GLSL("%s\n", gl_version);
GLSL("#define texture1D texture\n");
@@ -227,14 +191,14 @@ static GLuint sc_generate_osd(GLuint gl_prog)
GLSL("vec4 color; \n");
GLSL("color = vec4(texture(texture0, texcoord0));\n");
#ifdef GAMMA
GLSL("// delinearize gamma \n");
GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n"); // delinearize gamma
GLSL("// delinearize gamma \n");
GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n"); // delinearize gamma
GLSL("color.rgb = pow(color.rgb, vec3(2.4)); \n");
#endif
GLSL("out_color = color;\n");
GLSL("}\n");
Debug(3, "vor compile fragment osd \n");
compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, sh); //fragment_osd);
compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, sh); // fragment_osd);
glBindAttribLocation(gl_prog, 0, "vertex_position");
glBindAttribLocation(gl_prog, 1, "vertex_texcoord0");
@@ -243,8 +207,7 @@ static GLuint sc_generate_osd(GLuint gl_prog)
return gl_prog;
}
static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace)
{
static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace) {
char vname[80];
int n;
@@ -254,39 +217,39 @@ static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace)
GL_init();
GLSL("%s\n", gl_version);
GLSL("in vec2 vertex_position; \n");
GLSL("in vec2 vertex_texcoord0; \n");
GLSL("out vec2 texcoord0; \n");
GLSL("in vec2 vertex_texcoord1; \n");
GLSL("out vec2 texcoord1; \n");
GLSL("in vec2 vertex_position; \n");
GLSL("in vec2 vertex_texcoord0; \n");
GLSL("out vec2 texcoord0; \n");
GLSL("in vec2 vertex_texcoord1; \n");
GLSL("out vec2 texcoord1; \n");
if (Planes == 3) {
GLSL("in vec2 vertex_texcoord2; \n");
GLSL("out vec2 texcoord2; \n");
GLSL("out vec2 texcoord2; \n");
}
GLSL("void main() { \n");
GLSL("void main() { \n");
GLSL("gl_Position = vec4(vertex_position, 1.0, 1.0);\n");
GLSL("texcoord0 = vertex_texcoord0; \n");
GLSL("texcoord1 = vertex_texcoord1; \n");
if (Planes == 3) {
GLSL("texcoord2 = vertex_texcoord1; \n"); // texcoord1 ist hier richtig
GLSL("texcoord2 = vertex_texcoord1; \n"); // texcoord1 ist hier richtig
}
GLSL("} \n");
GLSL("} \n");
Debug(3, "vor create\n");
gl_prog = glCreateProgram();
Debug(3, "vor compile vertex\n");
// printf("%s",sh);
// printf("%s",sh);
compile_attach_shader(gl_prog, GL_VERTEX_SHADER, sh);
switch (colorspace) {
case AVCOL_SPC_RGB:
case AVCOL_SPC_BT470BG:
case AVCOL_SPC_BT470BG:
m = &yuv_bt601.m[0][0];
c = &yuv_bt601.c[0];
Debug(3, "BT601 Colorspace used\n");
break;
case AVCOL_SPC_BT709:
case AVCOL_SPC_UNSPECIFIED: // comes with UHD
case AVCOL_SPC_UNSPECIFIED: // comes with UHD
m = &yuv_bt709.m[0][0];
c = &yuv_bt709.c[0];
Debug(3, "BT709 Colorspace used\n");
@@ -297,7 +260,7 @@ static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace)
cms = &cms_matrix[0][0];
Debug(3, "BT2020NCL Colorspace used\n");
break;
default: // fallback
default: // fallback
m = &yuv_bt709.m[0][0];
c = &yuv_bt709.c[0];
Debug(3, "default BT709 Colorspace used %d\n", colorspace);
@@ -309,8 +272,8 @@ static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace)
GLSL("%s\n", gl_version);
GLSL("precision mediump float; \n");
GLSL("layout(location = 0) out vec4 out_color;\n");
GLSL("in vec2 texcoord0; \n");
GLSL("in vec2 texcoord1; \n");
GLSL("in vec2 texcoord0; \n");
GLSL("in vec2 texcoord1; \n");
if (Planes == 3)
GLSL("in vec2 texcoord2; \n");
GLSL("uniform mat3 colormatrix; \n");
@@ -321,8 +284,8 @@ static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace)
GLSL("uniform sampler2D texture1; \n");
if (Planes == 3)
GLSL("uniform sampler2D texture2; \n");
GLSL("void main() { \n");
GLSL("vec4 color; \n");
GLSL("void main() { \n");
GLSL("vec4 color; \n");
if (colorspace == AVCOL_SPC_BT2020_NCL) {
GLSL("color.r = 1.003906 * vec4(texture(texture0, texcoord0)).r; \n");
@@ -333,55 +296,64 @@ static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace)
GLSL("color.gb = 1.003906 * vec4(texture(texture1, texcoord1)).rg;\n");
}
GLSL("// color conversion\n");
GLSL("color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c; \n");
GLSL("color.a = 1.0; \n");
GLSL("color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c; "
"\n");
GLSL("color.a = 1.0; \n");
GLSL("// pl_shader_linearize \n");
GLSL("color.rgb = max(color.rgb, 0.0); \n");
// GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n");
// GLSL("color.rgb = pow(color.rgb, vec3(2.4)); \n");
// GLSL("color.rgb = mix(vec3(4.0) * color.rgb * color.rgb,exp((color.rgb - vec3(%f)) * vec3(1.0/%f)) + vec3(%f) , bvec3(lessThan(vec3(0.5), color.rgb)));\n",HLG_C, HLG_A, HLG_B);
GLSL("color.rgb = mix(vec3(4.0) * color.rgb * color.rgb,exp((color.rgb - vec3(0.55991073)) * vec3(1.0/0.17883277)) + vec3(0.28466892), bvec3(lessThan(vec3(0.5), color.rgb)));\n");
GLSL("color.rgb *= vec3(1.0/3.17955); \n"); // PL_COLOR_SDR_WHITE_HLG
GLSL("// color mapping \n");
GLSL("color.rgb = cms_matrix * color.rgb; \n");
GLSL("// pl_shader_linearize \n");
GLSL("color.rgb = max(color.rgb, 0.0); \n");
// GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n");
// GLSL("color.rgb = pow(color.rgb, vec3(2.4)); \n");
// GLSL("color.rgb = mix(vec3(4.0) * color.rgb * color.rgb,exp((color.rgb -
// vec3(%f)) * vec3(1.0/%f)) + vec3(%f) ,
// bvec3(lessThan(vec3(0.5), color.rgb)));\n",HLG_C, HLG_A, HLG_B);
GLSL("color.rgb = mix(vec3(4.0) * color.rgb * color.rgb,exp((color.rgb - "
"vec3(0.55991073)) * vec3(1.0/0.17883277)) + vec3(0.28466892), "
"bvec3(lessThan(vec3(0.5), color.rgb)));\n");
GLSL("color.rgb *= vec3(1.0/3.17955); \n"); // PL_COLOR_SDR_WHITE_HLG
GLSL("// color mapping \n");
GLSL("color.rgb = cms_matrix * color.rgb; \n");
#ifndef GAMMA
GLSL("// pl_shader_delinearize \n");
GLSL("color.rgb = max(color.rgb, 0.0); \n");
// GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n");
// GLSL("color.rgb = pow(color.rgb, vec3(1.0/2.4)); \n");
GLSL("color.rgb *= vec3(3.17955); \n"); // PL_COLOR_SDR_WHITE_HLG
GLSL("color.rgb = mix(vec3(0.5) * sqrt(color.rgb), vec3(0.17883277) * log(color.rgb - vec3(0.28466892)) + vec3(0.55991073), bvec3(lessThan(vec3(1.0), color.rgb))); \n");
GLSL("// pl_shader_delinearize \n");
GLSL("color.rgb = max(color.rgb, 0.0); \n");
// GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n");
// GLSL("color.rgb = pow(color.rgb, vec3(1.0/2.4)); \n");
GLSL("color.rgb *= vec3(3.17955); \n"); // PL_COLOR_SDR_WHITE_HLG
GLSL("color.rgb = mix(vec3(0.5) * sqrt(color.rgb), vec3(0.17883277) * "
"log(color.rgb - vec3(0.28466892)) + vec3(0.55991073), "
"bvec3(lessThan(vec3(1.0), color.rgb))); \n");
#endif
GLSL("out_color = color; \n");
GLSL("out_color = color; \n");
GLSL("} \n");
} else {
GLSL("color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r; \n");
GLSL("color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r; \n");
if (Planes == 3) {
GLSL("color.g = 1.000000 * vec4(texture(texture1, texcoord1)).r;\n");
GLSL("color.b = 1.000000 * vec4(texture(texture2, texcoord2)).r;\n");
} else {
GLSL("color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg; \n");
}
GLSL("// color conversion \n");
GLSL("color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c; \n");
GLSL("color.a = 1.0; \n");
GLSL("// color conversion \n");
GLSL("color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c; \n");
GLSL("color.a = 1.0; \n");
GLSL("// linearize gamma \n");
GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n"); // linearize gamma
GLSL("// linearize gamma \n");
GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n"); // linearize gamma
GLSL("color.rgb = pow(color.rgb, vec3(2.4)); \n");
#ifndef GAMMA
GLSL("// delinearize gamma to sRGB \n");
GLSL("color.rgb = max(color.rgb, 0.0); \n");
GLSL("color.rgb = mix(color.rgb * vec3(12.92), vec3(1.055) * pow(color.rgb, vec3(1.0/2.4)) - vec3(0.055), bvec3(lessThanEqual(vec3(0.0031308), color.rgb))); \n");
GLSL("// delinearize gamma to sRGB \n");
GLSL("color.rgb = max(color.rgb, 0.0); \n");
GLSL("color.rgb = mix(color.rgb * vec3(12.92), vec3(1.055) * "
"pow(color.rgb, vec3(1.0/2.4)) - vec3(0.055), "
"bvec3(lessThanEqual(vec3(0.0031308), color.rgb))); \n");
#endif
GLSL("// color mapping \n");
GLSL("out_color = color; \n");
GLSL("// color mapping \n");
GLSL("out_color = color; \n");
GLSL("} \n");
}
//printf(">%s<",sh);
// printf(">%s<",sh);
Debug(3, "vor compile fragment\n");
compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, sh);
glBindAttribLocation(gl_prog, 0, "vertex_position");
@@ -416,8 +388,7 @@ static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace)
return gl_prog;
}
static void render_pass_quad(int flip, float xcrop, float ycrop)
{
static void render_pass_quad(int flip, float xcrop, float ycrop) {
struct vertex va[4];
int n;
const struct gl_vao_entry *e;
@@ -444,21 +415,21 @@ static void render_pass_quad(int flip, float xcrop, float ycrop)
}
va[0].texcoord[0].x = (float)0.0 + xcrop;
va[0].texcoord[0].y = (float)0.0 + ycrop; // abgeschnitten von links oben
va[0].texcoord[0].y = (float)0.0 + ycrop; // abgeschnitten von links oben
va[0].texcoord[1].x = (float)0.0 + xcrop;
va[0].texcoord[1].y = (float)0.0 + ycrop; // abgeschnitten von links oben
va[0].texcoord[1].y = (float)0.0 + ycrop; // abgeschnitten von links oben
va[1].texcoord[0].x = (float)0.0 + xcrop;
va[1].texcoord[0].y = (float)1.0 - ycrop; // abgeschnitten links unten 1.0 - Wert
va[1].texcoord[0].y = (float)1.0 - ycrop; // abgeschnitten links unten 1.0 - Wert
va[1].texcoord[1].x = (float)0.0 + xcrop;
va[1].texcoord[1].y = (float)1.0 - ycrop; // abgeschnitten links unten 1.0 - Wert
va[1].texcoord[1].y = (float)1.0 - ycrop; // abgeschnitten links unten 1.0 - Wert
va[2].texcoord[0].x = (float)1.0 - xcrop;
va[2].texcoord[0].y = (float)0.0 + ycrop; // abgeschnitten von rechts oben
va[2].texcoord[0].y = (float)0.0 + ycrop; // abgeschnitten von rechts oben
va[2].texcoord[1].x = (float)1.0 - xcrop;
va[2].texcoord[1].y = (float)0.0 + ycrop; // abgeschnitten von rechts oben
va[2].texcoord[1].y = (float)0.0 + ycrop; // abgeschnitten von rechts oben
va[3].texcoord[0].x = (float)1.0 - xcrop;
va[3].texcoord[0].y = (float)1.0 - ycrop; // abgeschnitten von rechts unten 1.0 - wert
va[3].texcoord[0].y = (float)1.0 - ycrop; // abgeschnitten von rechts unten 1.0 - wert
va[3].texcoord[1].x = (float)1.0 - xcrop;
va[3].texcoord[1].y = (float)1.0 - ycrop; // abgeschnitten von rechts unten 1.0 - wert
va[3].texcoord[1].y = (float)1.0 - ycrop; // abgeschnitten von rechts unten 1.0 - wert
glBindBuffer(GL_ARRAY_BUFFER, vao_buffer);
glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(struct vertex), va, GL_DYNAMIC_DRAW);
@@ -470,7 +441,7 @@ static void render_pass_quad(int flip, float xcrop, float ycrop)
e = &vertex_vao[n];
glEnableVertexAttribArray(n);
glVertexAttribPointer(n, e->num_elems, e->type, e->normalized, sizeof(struct vertex),
(void *)(intptr_t) e->offset);
(void *)(intptr_t)e->offset);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);